PlayStation Move: SOCOM 4

The series' producer speaks.

As it states in the Geneva Convention, probably, you can't put a motion controller on shop shelves without at least 487 mini-game compilations to sit next to it. So it was with the Wii, and so it shall be when PlayStation Move and Project Natal launch later this year.

But at a press event in London last week, Sony was keen to point out that its new toy isn't just there to act as a virtual table tennis bat or cheerleading pom-pom. You'll also be able to use Move to play serious games, such as the next instalment in tactical shooter series SOCOM.

We got to try it out at GDC, as you'll know if you read our hands-on preview. And just last week, we sat down with European SOCOM producer Elliott Martin to find out more about how the game works with Move - and whether SOCOM buffs care anyway. Here's what he had to say.

Eurogamer: What made you think PlayStation Move technology would be a good fit for SOCOM?

Elliott Martin: When production began on the new SOCOM it wasn't being made as a Move title. Then momentum around Move picked up and Zipper Interactive was asked to try it out. Initially they thought it would be quite a difficult process, perhaps involving lots of redesigns, but they pretty much plugged it in and it worked from the get-go. They were pleasantly surprised.

As you know, games like SOCOM are very hardcore. It's difficult for some people to pick up that kind of game because of the two sticks, having to move your character and control your viewpoint and so on. We've found the Move removes that barrier and allows people to interface with the game in a much more natural, intuitive way.

Demoing the game, I've noticed people get into it much quicker. That means it's not just restricted to the hardcore market - the hope is it will broaden the audience for SOCOM.

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Eurogamer: How does Move work with SOCOM, exactly?

Elliott Martin: Traditionally your weapon reticule would be fixed in the centre of the screen and you'd be moving your whole viewpoint. With Move your reticule is loose, and that's what you're moving around the screen. The game's intelligent enough to understand that, so when you move to the extremities of the screen it will pan in that direction.

That leaves your other hand free to move your character around with the sub-controller. The effect is like a light gun, but unlike on-rails light-gun games, you have the freedom to move where you want.

Eurogamer: When you say "light-gun" I immediately think of Duck Hunt... Isn't that kind of gameplay a bit dated?

Elliott Martin: I use that as an example of how it will appear on the screen. That's not the same as saying that's how the game is played. I don't think it is dated. You're right, it's something we've seen before, but with the Move it's a very different proposition.

It's not limited to what you're doing with the reticule on the screen - it's also the technology inside the controller, which allows you a great degree of precision, and can measure the speed with which it's being moved and its orientation. These are all things that competing platforms can't necessarily do all in one package.

Zipper has been playing with the idea of using gestures to control some of the in-game functions. Just to give you an example, maybe throwing a grenade instead of pressing a button to throw a grenade... That's not to say that feature is in the code, but having the Move implementation up and running so quickly allows Zipper to experiment and see where the technology leads them.

So there's a lot more to it. It's not just moving your sight, aiming and firing.

Eurogamer: There have been shooting games on the Wii where you point the remote to aim the reticule and move around with the nunchuk, but you couldn't really describe them as killer apps... What makes you think SOCOM and Move will be different?

Elliott Martin: Aside from the Move support, SOCOM is taking a new approach and trying to provide a more cinematic experience for the player. There's a strong narrative running through the game, you have a main protagonist, he is supported by special forces soldiers, there's a bad guy... It's all set up for that kind of Hollywood, Uncharted-like execution.

You can play the game without ever touching the Move. It supports dualshock and traditional SOCOM fans who prefer that can use that. But adding Move removes some of the entry barriers. The precision of the aiming, the accuracy of the way it tracks is, I think, unprecedented. It allows for very fine aiming control so people find they can target things quickly and efficiently, which gives an intense feeling to the gameplay.

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Eurogamer: If it's much easier to aim with the Move, how do you make the game work when played with a DualShock? Won't it be much harder?

Elliott Martin: At the moment it's still early in the development process so a lot of those questions remain unanswered. A lot of that is down to balancing, tuning and deciding where things are perhaps easier or harder or where it might break the design of the levels.

Generally, we find playing with the DualShock doesn't necessarily make it harder - it's just some people will prefer that pace or that style. For example, if you want to play it more tactically you're not relying on being able to target someone and shoot quickly, and do that with multiple enemies. DualShock is perfectly fine for that style.

The Move implementation isn't being looked at as a core feature of SOCOM - it's just an additional feature. The game isn't being made for Move, Move is being integrated into the game. You can play the game from start to finish with either controller. You can take a very arcade approach where you're shooting everything in sight and charging through the level, or you can slow it down and do it the more tactical way, using the Move to paint paths through the level for your support team and so on. There's lots of variety.

Eurogamer: How will it work in multiplayer? Can one person use the Move while another uses a regular DualShock?

Elliott Martin: I don't know if we've announced those kind of details yet. Those are good questions and they are things the team is perfectly aware of. They are in the process of implementing Move support into the game, and of looking into questions like that.

Eurogamer: What has been the reaction from the SOCOM fanbase to the implementation of Move?

Elliott Martin: Um... I think from my experience, from what I've seen, SOCOM fans are very protective of the SOCOM game.

Eurogamer: Do you mean they've been calling you names on the internet? Because you have my sympathy.

Elliott Martin: Haha! I think I've escaped the brunt of that personally, but they're very protective. They have a very specific idea of what they want SOCOM to be and anything which deviates from that worries them.

There's nothing wrong with their reaction but this is Zipper Interactive, this is the creator of the franchise, they know very well what SOCOM is and they know very well what the community wants. They're going to do their best to deliver something that's new and fresh, but that stays true to its roots.

Eurogamer: I interviewed the producer of the new Castlevania game the other day and asked him if he'd put Move or Natal tech into his game. He said no - not because he doesn't think it's good tech, but because he doesn't think hardcore gamers want it. What would you say to that?

Elliott Martin: I think it's a very subjective thing. I would consider myself a hardcore gamer, so I feel I can have an opinion on this, but I've seen games in development which would be considered hardcore and which make very good use of the Move implementation - SOCOM being just one of them.

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It doesn't ruin the experience, that's the important thing. It may not be the exact experience certain people want but that's why we're being very careful to not lock it down. We're trying to preserve the different playing methods to appease everyone.

Eurogamer: So for those of us who want to just sit on the sofa and twiddle our thumbs of a Friday night, rather than standing up and waggling...

Elliott Martin: It's funny, when I look at people demonstrating other Move games it's all arms flailing, and then I'm just sat there, moving one hand, all very casual and relaxed. You could equally imagine being at home on the sofa in the same position - you don't need to wave it around, it's just a tracking device.

Eurogamer: It's not a lightsaber.

Elliott Martin: No, exactly.

Eurogamer: It's a light-up ping pong ball on a magic wand.

Elliott Martin: Yeah. And the sensitivity is determined by the calibration you give it, so you can be in a range of situations in your living room and still set up the game to play it how you want.

Eurogamer: So you can adjust the sensitivity of the Move controller?

Elliott Martin: Not directly on the controller, but in the software. For example, when you calibrate the controller in SOCOM, you basically have to define the screen area you're mapping the control to. If you do very small movements the game will amplify that, so that any movement will be a very sudden, fast movement.

If when calibrating you do very exaggerated movements, like if you have a massive telly, then a smaller movement is a much smaller movement on-screen. So it's a very dynamic mapping in that respect, and it's just about setting up what you're comfortable with.

Elliott Martin is the European producer of SOCOM 4. A release date for the game has yet to be announced.

Comments (33) Latest comment 2 years ago

Comments for this article are now closed, but please feel free to continue chatting on the forum!

  • Geordiemp #1 2 years ago

    Good article,

    also a good initial look by gadget show at

    [link url=http://www.youtube.com/watch?v=Mnggr-ycbro&feature=player_embedded
    ]http://www.youtube.com/watch?v=Mnggr-ycb...[/link]

    If the game is built without thought for the controller, then move players would be better snipers but controller better at strafing ?
  • duckncover #2 2 years ago

    @Geordiemp
    I was thinking the same thing, that there will be advantages and disadvantages. Strafing is arguably easier on a controller than a mouse (the full-circle strafe for example), I also think this will be harder to strafe than using a mouse. I definitely want to try it!
  • TheRook21 #3 2 years ago

    does cheerleading pom look like cheerleading porn to anyone else when its in Italics?
  • redlander #4 2 years ago

    "Eurogamer: It's a light-up ping pong ball on a magic wand."

    Love your work Ellie.
  • TheRook21 #5 2 years ago

    @geordiemp - I really liked the Gadget show coverage of Move by Jason - it does a good job of showing off the tech and when he is impressed by something I'm generally a happy bunny... I quite enjoyed my Wii when I had it but felt it lacked some of the more 'hardcore' games that suited my taste but I could see potential from motion controller games that are done well and I'm looking forward to purchasing move and wasting more cash :)
  • Widge #6 2 years ago

    Yeah I’m not convinced on the turning mechanic in principle. I would have to try it to see how it pans out. I believe the Wii would have issues where it would turn but if you pointed off screen, it would stop registering and stop turning. That would be a pain. I’d like it where you point off screen to turn. Also I’m used to pressing down to look up, so it would be a bit weird to point up to look up at first.
  • Nuronv #7 2 years ago

    @widge You are correct about using this turning system on the Wii , once you move past the controllers line of sight of the sensor bar it stops working correctly.

    Do we know how exactly the pointing will work with the Move? as far as I'm aware the Playstation Eye is just tracking the orb of luminescent pastel shadedness rather than picking up a direction of the controller as well.
  • Bradach #8 2 years ago

    i have a good feeling about the MOVE controls in this game. looks very precise from what i've seen.
    I've never liked the 'point to the left to move the camera left' mechanic that most of the Wii games use. I wonder if MOVE could use the camera to track your head so that if you turned your head left the screen would pan left, leaving the recticule free for shooting as opposed to turning... just an idea
  • lambtron #9 2 years ago

    The thing is there has never actually been a good SOCOM game. It was always 7/10 territory.
  • the_dudefather #10 2 years ago

    EG review scale: 7/10 - Good
  • TheRook21 #11 2 years ago

    @nuronv - Move doesn't have a sensor bar so I cant see why it would have any problem with you going out of the sensor bars viewing angle like the Wii as the camera will still be able to detect the glowing ball and the sensors in the controller will fill in the rest of the gaps...
  • KayJay #12 2 years ago

    I have to say that Gadget Show demo of SOCOM looks frikken awesome.
    It had a real Gears look to it. It seemed really easy to pick up and go too.
  • Doctor_What #13 2 years ago

    @Nuronv: I think the Move is supposed to track the direction of controller very accurately, as well as the distance, but I'm uncertain of the technology driving this. I assume the tilt stuff is running on a Motion+ style of system, but I couldn't say for sure. The demos look pretty persuasive that it's doing the job well, however it's achieving it.

    At risk of chucking a thread grenade - does anyone have any idea how Natal is proposing to handle this kind of game, or whether anyone is going to try?
  • FogHeart #14 2 years ago

    Most Wii FPS/TPS games had some issue with turning when the controller pointed off-sensor. Move is more analogous to the setup on Red Steel 2, which, since its used Wii Motion +, could still tell what you were doing with the controller when you pointed away from the sensor bar. As a result, the further from the centre you pointed, the faster you turned, and that wasn't limited by the edge of the screen. It's not quite up there with a mouse, but it's the best you're gonna get sitting on a couch.
  • Bradach #15 2 years ago

    FogHeart - "It's not quite up there with a mouse, but it's the best you're gonna get sitting on a couch."

    not necessarily... see my comment above
    Edited by Bradach at 30/04/10 @ 09:52
  • FogHeart #16 2 years ago

    Worth a try, I suppose, but you'd have to get used to keeping your head very still unless you want to turn. Which is always a problem when a lady friend decides to walk into the room naked.
  • roz123 #17 2 years ago

    Isn't Socom just counterstrike for wankers?
  • Mkwone #18 2 years ago

    In regards to the fear of controls beeing a bit clunky all i can say is it'll take time to find a system that works.

    It's only been recently that we've found the best csetup for racing and fps games.

    Looking forward to move, and good to see the gadget show liking it aswell, seemed some genuine excitment about it.
  • Geordiemp #19 2 years ago

    I really like RE4 that worked well with the Wii playing for high scores on mercenaries just felt right, but that was a few years ago before I got 360 and Ps3 and not really gone back to the wii.

    But when playing a game like borderlands you are constantly strafing and circling which would be bad on motion controls and that type of game is better with a controller, infact I doubt you could do anything but snipe.

    The most promising type of game is the flighting game with swords, just make it an adventure as well. Also a good tennis and gold games. Lets not forget Light Sabers !


    Edited by Geordiemp at 30/04/10 @ 12:34
  • Azazel #20 2 years ago

    Counterstrike is Counterstrike for wankers.
  • FogHeart #21 2 years ago

    Wii FPS games since RE4 tend to use a button which when held down will lock on to an enemy nearest the reticle. The viewpoint shifts to place the enemy in the centre of the screen and keeps him there until the button is released. If you move left and right during that time you circle around him. That's how circle strafe is achieved.
  • knightmt #22 2 years ago

  • doulema #23 2 years ago

    "and then I'm just sat there, moving one hand, all very casual and relaxed"

    LOL I laughed there. tmi

    Im not thrilled on the casual way of aiming and shooting on Socom. Like Ellie pointed out, from the only times i agree with Ellie, its actually dated if you think about it. For me at least to be convinced to use somethign that I havent through a Wii with such huge support over the years, takes way much mofr from Sony to make me buy a Move. And the only reason I'll consider giving it time to prove me its worth it cause of its accuracy. I don't tend to pay for a product which is a copy of another successful one. ( Yes WiiMote )
  • davisorle #24 2 years ago

    Post deleted at 20:44:35 16-04-2012
  • thefishmonger #25 2 years ago

    I'd like to see the Move controller utilised in a waterboarding bonus level. Please Mr Elliot producer man. Will love you long time.
  • TonyHarrison #26 2 years ago

    You know you don't wave your arms around like a lunatic on Wii shooters either. Unless you're doing it wrong....

    Then again, that's just how some people see motion control, you don't have to wave your arms around for a lot of games, unless you choose to do so yourself. In other words it's a self-perpetuating myth...
  • JediMasterMalik #27 2 years ago

    Looking good, really want to at least give this a go, and I really want to try the gladiator game as well as the table tennis.
  • Boomerang #28 2 years ago

    I'd like to see the screenshots, but the fucking Avatar adverts are in the way.
  • djed #29 2 years ago

    You'll also be able to use Move to play serious games

    Serious games.

    You've been spending too much time with the suits, E
  • Grayvern #30 2 years ago

    Second the turning comments. The problem with a system like this is that its got brilliant aiming sensitivity but only with the constraints of the aiming box. To be honest in terms of faster paced shooters a system like this will always be inferior to first controllers and then mice.

    A game like socom is probably the first slower paced shooter that's been tried with pointer control, giving it an instant usability boost when compared to all first person wii shooters.

    Finally the comment about the test players groups is disingenuous, in my opinion peoples ability to get to grips with dual stick control is more a feature of their perception of the controller rather than an indictment of usability. Whereas a wii like control device becomes easier to acclimatise to because of the nintendo media monster, making people believe they can do it.
    Edited by Grayvern at 01/05/10 @ 00:06
  • drumbaby #31 2 years ago

    That's why lots of people bought Wii only to leave it sitting in a pile of dust...my brother, next door neighbour and two of my friends just as an example, as well as the anecdotal hordes online:

    Media fed belief leading to reality based anticlimax.
  • JamieR #32 2 years ago

    At times I think this will be really shit others really cool but after watching the gadget show clip Geordiemp kindly posted I think I'm totally convinced not because of the games that were shown but because of his excitement he had and hes not a ps3 fanboy hes a tv presenter on British tv where they are laws about been truthful and balanced and hes a real hardcore gamer so if he is excited the chances are so will I be when i try it.
  • dllord #33 2 years ago

    I'll be getting Move for sure, it looks pretty precise so could be good for FPS,TPS and RTS games as well as just party games!